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Forum > FAQ's, Player Guides and Newbie Help > which way to the peewee build guides?
Catullus16
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thanks!
 
toddterps62
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Sup
 
JJudo
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http://glb.warriorgeneral.com/game/forum_thread.pl?thread_id=3701165

Try this one.
 
Guppy, Inc
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the best part of peewee is that you build the player the way that you would instinctively would build it. no worrying about algs and crap like that.
 
Catullus16
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Originally posted by JJudo
http://glb.warriorgeneral.com/game/forum_thread.pl?thread_id=3701165

Try this one.


thanks jjudobot
 
Catullus16
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Originally posted by Guppy, Inc
the best part of peewee is that you build the player the way that you would instinctively would build it. no worrying about algs and crap like that.


is this true?
 
Stoned Beaver
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Originally posted by Catullus16
is this true?


I mean, if you want your dots to be slightly worse than everyone else's with basically the same build, sure.

But otherwise building efficiently is obviously ~less~ important.
 
Guppy, Inc
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Originally posted by Catullus16
is this true?


what i meant by that is most our 1st dots sucked. we'd build a player by thinking about what they needed. player needs a little of this, and a little of that, etc. while you'll want to cap your 1st attribute right away, you'll need more than just that to have a good dot. you can literally build your player based on what is happening right now, and not worry about what it would look like 7 seasons from now.

until recently, there was a contest called the d league challenge. you built a dot at a selected position, join a d league team and you scored points based on criteria for that position. this was my s50 winner at fs http://glb.warriorgeneral.com/game/player.pl?player_id=4631581&playoffs=0. unfortunately, i stopped saving them, so that was the most recent that i still can find, but i won (top 3 got trophies some times) at most of the positions at some point, except lb.

the thing was to build for performance not for build. you dont need 50 in a skill if 20 gets the job done
 
Stoned Beaver
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For Fun:

Defense:


CB/FS/SS/LB

Speed - I have previously sworn by the fact that speed has a usability cap in the secondary, due to the nature of speed decreasing the quality of coverage, but in the current climate second cap speed with equipment is viable, if not recommended.


Agility - Agility is by far the most important attribute in peewee defense, not because it increases coverage quality on the most popular routes (it does), not because it reduces the chances of being engaged in a block on outside run and special teams (it does), but because Agility is the most effective attribute in increasing the tackle-range of your players. (Something that with a few replay views you can visibly tell is rather lacking).


Vision - Vision is incredibly underrated on defense in peewee, if you are unfamiliar with the nuances of positioning on the outside to prevent the outside run (without overcommitting) then vision is essentially your get out of jail free card. Taking vision beyond its first cap using equipment will enable linebackers to interact on outside run plays (they absolutely will not otherwise) and also drastically increases the chances of one of your secondary members opting out of running away from the play for the first 3 ticks (which they most certainly will do otherwise).

Strength/Tackling - Ever since the couple of seasons where everyone decided to run a power outside running game as their primary form of offense I have been training Strength/Tackling for essentially the duration of the season, getting me somewhere near or around 30 in both. Essentially the need for these is directly related to your competition, anything below 20 is absolutely unacceptable. The way offensive linemen are built strength is never going to be high enough to survive engaging with them, so applying SP to strength with this in mind for your secondary would render them incapable of doing any other job, so don't.

Jumping - My experience is that I've shut down some of the 'historically best' passing offenses with single coverage (and a few well placed helpers) with rampant deflections, and I've never payed any attention to Jumping.

Stamina/Confidence - Basically its simple, the need to these correlates to the number of players you have at the position compared to their usage on the field. Telling you a number for this would be very incorrect... you will just have to train these as the season goes when you notice huge issues with morale or energy. Do note that very minor improvements in these attributes are pretty notable within the game.


What does this mean?

Required:
1st cap Speed, Agility, Vision
20 Strength, Tackling

Monitor Energy/Morale for stamina/confidence increases (try to only pay attention to competitive games)

Strategic Decisions:

Do I trust my positioning on the outside vs the run? If so, there will be no need to add extra vision
Do I favor an aggressive shut-down defense, or prefer to contain big plays? The more aggressive and punishing defense will favor Agility over Speed.



DE/DT

Strength: Understand that at least some teams will be running offensive linemen with at least 2nd cap strength with equipment, knowing that, and applying the understanding that players with much less strength will be pushed around enough to yield the 2.5ypc required to win the game...I pretty much recommend 2nd cap strength with equipment.

Agility: Agility is incredibly important for teams that favor a 3 man front, essentially as with the secondary increasing agility increases your effective tackling range, adding at least 1st cap Agility should help to counteract the extra demand for tackling range on defenses with less guys on the line of scrimmage.

Speed: The Skill Point demand on QBs in peewee, even with the passing bonus, is absolutely insane. This matters because even pass-rushing linemen actually need quite a bit less speed than you would imagine, anything over 1st cap is excessive, even putting equipment on top of that is probably not recommended. Why? QBs are either incapable of passing, or slow as shit, or litterally incapable of throwing the ball when someone is within a mile of them unblocked.

Vision: Not to be ignored, due to the potential for helping on counters/screens (annoying Random-Chance for touchdown plays) but also mostly useless.

Jumping: I have tried getting diving tackles to happen on any kind of consistent basis (due to the implications of actually only using 3 down linemen to consistently stop the run) simply doesnt work.

Tackling: 20+, honestly not going to need to go higher unless you are ignoring strength despite my suggestions.

Stamina/Confidence: Same as secondary

Blitz SA - It is super good, super duper good. Less than 4 points on someone who blitzes every play (all linemen blitz every play) is just unacceptable.

Pure pass rushers are a bad idea, unless you are swapping out a DT on pass-priority defenses, in which case its a pretty specific build that works... if you must know ask me.


What does this mean?
Required:

2nd Cap Strength +EQ
1st Cap Agility
20 Tackling
4 Blitz SA

Strageic Decisions:

3 Man or 4 Man front as primary defense? 3man=more Agility 4man=more Strength

Edited by Stoned Beaver on Feb 28, 2019 15:23:03
Edited by Stoned Beaver on Feb 28, 2019 15:18:49
Edited by Stoned Beaver on Feb 28, 2019 15:18:20
Edited by Stoned Beaver on Feb 28, 2019 15:17:49
 
Sonic
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Nice post Stoned Beaver!
 


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